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Aedilred
2016-06-04, 05:12 PM
This is a ruleset I'm hoping to start a "campaign" in within a few weeks. The idea is that the players will buy manage their gladiators, select upgrades where appropriate, and then they'll take to the arena where they fight each other in a combat system that's essentially automated. So there's relatively little player input required but hopefully those players who play closer attention will be rewarded. It's inspired by the Blood Bowl Manager Cup, where players manage their teams but the games themselves are run by the AI. Here I don't have an AI so the system has to be simpler, but the same sort of principles apply.

The trick is to try to make it sufficiently simple that it can run itself to an extent and is easy for players to understand, but also sufficiently complex that players feel like they have an input into the fortunes of their gladiators.

I'm therefore looking for feedback on the system in general, and the numbers in particular. I will run a couple of playtests before unleashing the rules on anyone, but it would be nice to know if people think I'm in roughly the right ballpark or not. The other thing I still have to work out is the experience system and how gladiators go about gaining skills. I'm thinking of tying it to the Support/Favour system to avoid introducing another stat (e.g. gladiators who win a certain amount of Support in a bout get the chance to gain a skill), but I'm not sure how well that would work.

I should probably also note at this stage that I'm aware there are a number of historical anachronisms, simplifications, elisions and so on throughout: making the game 100% historically accurate is not a priority and I think in most cases the "errors" are entirely deliberate, so there's no need to fuss about those.


Each player (or lanista if you prefer) takes control of a ludus and manages it throughout the year, competing with other managers to win favour and wealth. The fate of every ludus will depend on the cunning of its manager, as well as the skill of its gladiators.

A ludus starts with a trainer (Doctore) a medic (Medicus), one gladiator and 5,000 sesterces. The manager must also decide which home city their ludus is to be based in, if any. The six cities available are: Bononia, Capua, Carthage, Pollentia, Rome and Syracuse. They may choose not to base their ludus in any of these cities, but will lose any advantage they might otherwise have in “home” matches.

Each in-game month the schedule will be posted for the coming games, including venue, any applicable special rules, and the Generosity score of the Editor, which will determine how likely he is to spare defeated gladiators, or to demand their deaths.

The Editor

The games master is known as the Editor. They are responsible for scheduling the matches, hiring gladiators from each ludus to take part, and generally running the game. The Editor may make discretionary awards of money, Favour, or skills to gladiators as the season progresses.

Reputation

Reputation is the currency of the ludus. Managers with a good reputation will see their coffers swell as people seek out their gladiators for all functions. The reputation of a ludus is equal to the combined Favour score of all its gladiators, plus any bonuses or penalties that apply to the ludus itself.

At the end of the year, the ludus with the highest reputation score is considered that season’s champion.

Generating a Gladiator

The first gladiator is presumed to have trained at the ludus for some time. They are always of the “native” race, but may be of any class.

Training Gladiators

As gladiators win bouts and become more experienced they will have the opportunity to gain more skills and increase their attributes.

A player can also instruct the Doctore to train gladiators specifically for forthcoming matches. The Doctore can teach two gladiators one skill each, or focus all his attention on one gladiator to give them one stat increase. Training bonuses from the Doctore only last for one bout.

The Medicus

Gladiators represent an investment, and no manager wants to see their investments ruined. The medicus will always try to save any injured gladiator. On a roll of 6+ the injury is repaired and the gladiator suffers no lasting ill-effects. However, the medicus can do nothing to help dead gladiators!

Income

Managers are paid for each of their gladiators that appears in a given round of games. They receive upfront payments equal to half the Favour of each appearing gladiator, multiplied by 500. Thus the appearance of a gladiator with a Favour of 4 would result in a payment of 1,000 sesterces.

The champion of each individual games receives a payment equal to 10% of the gate receipt (see the section on the Crowd, below). Other entrants may be awarded smaller portions of the gate money at the Editor’s discretion.

Managers may bet on the outcome of matches to increase their income. Odds will be posted before each month’s games.

There may be additional opportunities to raise revenue announced throughout the year.



A player’s first gladiator is given ten points to distribute between Strength, Agility, Initiative, Health and Stamina. A player may assign these points as they like; it is fine to leave some of them at zero, although this may prove a fatal flaw in the arena. Future gladiators will often have their stats determined before the players purchase them.


Strength represents how strong the gladiator is. This is the stat used to determine the success of attacks.
Agility represents how good the gladiator is at dodging or evading attacks.
Initiative represents how quick the gladiator is at responding to situations. This is the stat used to determine in what order gladiators take their actions.


Health represents how tough and healthy the gladiator is. This serves as a “hit points” mechanic. A gladiator who runs out of health will find themselves more vulnerable to injury.
Stamina represents both the physical stamina of a gladiator and their morale. A gladiator who runs out of stamina will submit and plead for mercy.
Armour is the amount of armour worn by the gladiator. This helps to protect them from incoming blows.


In addition there are two further stats which develop during a gladiator’s fights and can’t be increased at the start:


Support - During a bout, a gladiator will hopefully win over the crowd to their side. This stat increases or falls depending on a gladiator’s success during a match. A gladiator with high support is more likely to be spared if they lose a bout.
Favour - Similar to Support, this represents a gladiator’s popularity, but is carried over from match to match. A gladiator with high Favour is not only more popular, but more valuable.


Class

Most gladiators have a class - a particular style of fighting with a specific name. The class a gladiator takes will determine the equipment they wear and the skills they will most benefit from.

A gladiator can change class, but will lose access to all their existing skills for the first match they fight in their new style.

The styles are listed below:

Dimachaerus - A lightly armoured gladiator who fights with two swords. They tend to be skilled and experienced, and popular with the crowd.
Gallus - A heavily armoured gladiator representing Gauls. They are considered somewhat old-fashioned and “politically incorrect”.
Hoplomachus - Represents Greek warriors. They have a helmet, an arm protector, a shield (hoplon) and spear.
Murmillo - Represents Roman warriors. They wear armour mimicking a Roman legionary, although are more lightly armoured.
Retiarius - A lightly armoured gladiator equipped with net and trident.
Samnite - A gladiator even more heavily armoured than the Murmillo, representing the Italian enemies of Rome. They are considered old-fashioned and “politically incorrect” by many.



Class Effects

The class of a gladiator determines the equipment they wear and the style they fight in.

Class ArmourWeapons Other rules
Dimachaerus0Two siccae or gladii+1 Strength, +1 Agility, +1 Initiative
Gallus 2Gladius, helmet and scutum
Hoplomachus1Spear, helmet, hoplon
Murmillo2Gladius, helmet and scutum
Retiarius1Net and trident
Samnite3Gladius, helmet, scutum and greaves-1 Initiative


Race

Although a gladiator’s training takes place mostly after they are purchased, it is often hard for them to shrug off the experiences of their past lives. Although the gladiatorial classes are heavily stylised, fighters from a certain region may already have some familiarity with the style. They may also meet with more popularity from their fellow people when fighting in front of them. The most common origins for our gladiators, their favoured classes, and the effects on their performances are as follows:


Africa - Including the territories of Numidia and old Carthage, Africa has long been under the sway of Rome and is a popular source for its slaves and gladiators. Gladiators of this region are often lightly-armed and nimble, specialising in hit-and-run tactics.
Gaul - Ancient enemies of Rome, many Gauls have nevertheless now been persuaded to bow to Roman rule. Those who have not... often end up in the arena. They are famously a brave people who would rather die than surrender.
Germany - Barbarians from beyond the Rhine, Germans are ferociously resistant to Roman rule. Nevertheless prisoners-of-war sometimes find their way into the slave markets. Germans tend to be fierce and strong, but can struggle to win the support of the crowd due to their savage nature.
Greece - The Romans have a love-hate relationship with the Greeks, who they admire for their learning but nevertheless have historically been their rivals in Italy, Sicily and abroad. Greek slaves tend to find positions in households, but some of them still find their way to the arena.
Italy - Not all of Italy is Roman, and both Italians and Romans are keenly aware of it. Although open war between Rome and other Italian peoples is now largely a thing of the past, many local Italians - especially in Capua, Italy's second city, which once sided with Hannibal - are still happy to see Rome falter.
Rome - The centre of the world - at least as far as Romans are concerned. Roman citizens would not (usually) stoop to fight in the arena, but there are still plenty of Roman slaves - and criminals - who might be sent onto the sand for entertainment purposes.



Origin Favoured Class Home City Attributes
Africa Retiarius Carthage +1 Agility, -1 Stamina
Gaul Gallus Bononia +1 Stamina, -1 Initiative
Germany - - +2 Strength, may be Exotic
Greece Hoplomachus Syracuse -
Italy Samnite Capua -
Rome Murmillo Rome -


Purchasing Gladiators

Each round a ludus owner may look for new gladiators to buy and train. There are three main sources for new gladiators:

Buying from the slave trader. Each round a list of available slaves will be posted with prices. Owners can buy any of these at list price.

Searching for special talent. The owner can send scouts (or go themselves) to search for promising slaves. This is expensive, but can result in better gladiators. Roll a d6: on a 4+ a promising slave is found. Starting stats can be assigned as the owner desires as with their starting gladiator. It costs 500 sesterces to search for a promising slave, and if one is found they can be purchased for 2,000 sesterces.

Scraping the Barrel. There are always slaves to be found cheaply, if you’re prepared to make some sacrifices on quality. Such slaves start with 1 in each attribute and cost 750 sesterces each.



Over the course of their career, gladiators will become more skilled and effective in combat. Attributes are abilities a gladiator is born with, or are assigned at the discretion of the Editor. They cannot be chosen by players. Other than that they function identically to skills.

Attributes

Beautiful/Handsome - This gladiator is remarkably good-looking. They gain +1 Favour. If the gladiator is ever Mangled or Crippled, this attribute is lost.

Dwarf - This gladiator is unusually short. They suffer -1 Agility and may take the Exotic skill.

Gladiatrix - This gladiator is a woman. She may take the Exotic skill.

Giant - This gladiator is unusually tall. They gain +1 Strength and lose -1 Agility. They may take the Exotic skill.


Skills

Block

This gladiator is particularly skilled at the unglamorous, but important, art of blocking incoming blows. They gain +2 to defence rolls, but will never gain Support for a successful defence.

Brave

When this gladiator loses their last point of stamina, roll a d6. On a 4+ they may continue fighting with 1 point of stamina. This skill can only be used once per bout.

Charge

If this gladiator starts a round not in combat with an opponent, they charge to gain extra impetus on their attack. They gain +1 to hit and to damage on a charge attack, but lose 1 Stamina.

Cheat

This gladiator is a cheat. This is of benefit while fighting, but the crowd don’t like it. A gladiator with this skill may ignore up to 2 points of armour on a successful attack, but will never gain Support for their attacks.

Class Synergy

This gladiator has decided to make the most of their origins by specialising in their “native” style. This wins them great popularity among their own people. A gladiator with this skill gains +2 Support automatically when fighting in their native land.

Contemptuous of Death

(Requires Brave, Fearless) This gladiator will never plead for mercy in the arena and will fight until incapacitated or killed even once their Stamina runs out.

Convict

This gladiator is a criminal condemned to die in the arena. They begin their first fight with -5 Support. Should they survive the fight, this skill is lost.

Crowd Favourite

This gladiator is always popular with the people, and their name on the listings is enough to see more people turn up to watch. For each gladiator with this skill in attendance, add add 1 to the combined Favour score of all gladiators when determining crowd size.

Exotic

A gladiator with this skill is sure to attract a crowd. For each gladiator with this skill in attendance, add 1 to the combined Favour score of all gladiators when determining crowd size. This skill may not be taken unless the gladiator has an attribute or is of a race which allows it.

Fearless

(Requires Brave) As Brave, but may be used twice per bout.

Fight Through the Pain

(requires Brave, Fearless, Contemptuous of Death) A gladiator with this skill may opt to use Stamina as extra Health points. When he suffers damage it will always be deducted from their Health first and then their Stamina. This means a gladiator with this skill cannot suffer a critical hit so long as they have Stamina remaining. If a gladiator plans to use this skill they must declare it before the bout.

Gallic Chivalry

This gladiator is afflicted by a curious and inexplicable reluctance to inflict violence upon women. When fighting a gladiatrix, he suffers -1 to all attacks. However, he gains +1 support for every missed attack. If fighting in Gaul, he gains +2 support for every missed attack.

Hometown Hero

This gladiator is particularly popular in the hometown of their ludus. When fighting at home, they tend to have the crowd behind them. Hometown heroes gain +2 Support in such bouts.

Impressive Scars

This gladiator is impressively scarred from a previous bout. These marks of courage excite the crowd. This gladiator gains +1 Support in every bout.

Misogynist

This gladiator positively revels in the opportunity to hit a girl. When fighting a gladiatrix, he gains +1 to all attacks. However, the crowd take a dim view of such behaviour, and he does not gain Support for any successful attack. When fighting in Gaul he loses -1 Support for each successful attack.

Parry

This gladiator is particularly skilled at parrying incoming blows. If an attack roll is tied, the attack fails.

Power Attack

This gladiator is sufficiently strong that sometimes even when a blow is parried it is not enough to stop it. This gladiator may ignore the Parry skill of their opponent if they are stronger (have a higher Strength).

Precision Strike

This gladiator is skilled at finding weak spots in their opponent’s armour. They ignore one point of armour on a successful attack.


Further Skills (rules tbc):
Dishonourable
Dodge
Entertainer
Throw
Trip



Gladiators will usually try to close with their opponents and strike them in hand-to-hand combat. Gladiators who don’t do this usually belong to particular classes or have particular skills, and such exceptions are noted where they apply.

To hit an opponent, a gladiator rolls 1d6+strength. Their opponent rolls 1d6+Agility. If the attacker’s score equals or exceeds the defender’s, they score a successful hit.

If a hit is scored, the attacker rolls 1d6 and subtracts the defender’s Armour to see how much damage is done. This number is subtracted from the defender’s Health points.

If more damage is done than a gladiator has Health points remaining, they suffer a critical hit and must roll on the critical hit table to see what damage befalls them! Any time a gladiator suffers a critical hit they also lose 1 Stamina in addition to any results on the table.

If a gladiator reaches 0 stamina, they have run out of energy and motivation to fight. The next time they suffer a hit of any kind, they will surrender and make a plea for mercy to the Editor.

If a gladiator loses a bout and pleads for mercy, roll 1d6 and add the gladiator’s Support score. If this equals or exceeds the Generosity score for that games, the gladiator is spared. The Generosity score varies from games to games and is at the discretion of the Editor. It will be announced in advance.

Critical Hits

For each critical hit, roll 2d6 and consult the table. Remember that a gladiator who suffers a critical hit loses 1 point of Stamina in addition to any ill-effects noted in the table.


RollInjuryEffect
2-6Flesh WoundNone
7-8DazedThe victim loses 1 additional point of Stamina and may take no actions in their next round.
9IncapacitatedThe victim is thrown to the sand and may take no further actions in this bout.
10CrippledThe victim is Incapacitated and suffers a permanent -1 penalty to Strength, Agility, and Initiative. Even if the medicus heals their injury, they may not take part in the following month's games, as they need time to recover.
11MangledThe victim is Incapacitated, Crippled and will die unless saved by the medicus. Even if the medicus heals their injury, they may not take part in the following month's games, as they need time to recover, and will suffer the effects of being Crippled in the month after that.[/td][/tr]
12Killed OutrightThe victim is dead before they hit the sand.


The Crowd

The people love attending gladiatorial games, and are even more likely to turn up if there are popular gladiators appearing. The crowd that turns out is equal to the combined Favour score of all gladiators in that games, plus any applicable bonuses (for instance, if there are Exotic gladiators appearing), multiplied by 100. Each crowd member results in an average profit of 10 sesterces for the venue.

Example: Ten pairs of gladiators have turned out for a games in Capua. Their combined Favour score is 28, and two of them are Exotic, for a total of 30. This means 3,000 spectators have turned up to watch the games, and the gate receipts are 30,000 sesterces.

Crowd Support

Gladiators who fight bravely are likely to become popular with the crowd, and the crowd don’t like to see their favourites killed. This is represented by the Support score.

A gladiator begins a bout with Support equal to their Favour score, plus any applicable bonuses. They gain 1 Support for each successful attack (an attack which hits, even if it does not breach armour) and 1 Support for each attack they successfully defend.

Even a gladiator who is being badly beaten may yet take heart from the support of the crowd. For every 2 points of Support a gladiator wins in the arena, they gain 1 Stamina for that bout only.

Example: Marcus has surrendered to Lucius and makes a plea to the Editor. He has a Support score of 3, which is lower than Lucius’s Support of 4. This particular games has a high standard, and a Generosity score of 9. Marcus rolls a d6 to determine whether the Editor will spare him. He needs a 6 to win the Editor over, but only rolls a 5. The Editor condemns him to death and he is executed on the spot!

Jormengand
2016-06-04, 05:38 PM
A weird thing I noticed is that there's technically nothing to stop gladiatrices taking Gallic Chivalry or Misogynist. Also, having the Power Attack skill that serves only to disable another skill, but only sometimes, seems a little silly. Also, a starting gladiator who takes 0/9/0/0/1 (or 1/10/1/0/1 for a Dimachaerus, or 0/9/-1/0/1 for a Retarius if you're feeling silly) will be practically immortal, with enemy gladiators needing a 4 (or 5, or 4 but then you need to bypass armour 3) or more in attack just to have the slightest chance of hitting, and then you get favour for each block, meaning you get more and more stamina (or if you don't want to get favour for blocking, you can add +2 to all your rolls with a skill instead). Also, there's practically no point in Dimachaeri or Hoplomachi or Retarii having any hit points because they're better off trying not to get hit.

Also, did you intend low generosity to mean high chance to be spared?

Another thing: high stamina is worse than low stamina the moment an enemy rolls a 7 or more to damage, because they can keep hacking away at you until you hit 0. If you have Contemptuous of Death it's even worse, because your opponent will keep rolling on the table until you die. Am I missing something?

Aedilred
2016-06-04, 06:53 PM
A weird thing I noticed is that there's technically nothing to stop gladiatrices taking Gallic Chivalry or Misogynist.
Oh yeah! To be honest Gallic Chivalry started as a joke referencing Asterix and the Secret Weapon and Misogynist as a counterpart to it - I should probably make those male-only as otherwise gladiatrices are unambiguously speaking better than gladiators (having access to an extra skill and no penalties), if not by very much.



Also, having the Power Attack skill that serves only to disable another skill, but only sometimes, seems a little silly.
I wasn't sure about that myself, but I recalled that in Blood Bowl there are skills which serve only to disable other skills and they seem to work ok. What is probably needed is a few more skills so that it stands out less. The circumstantial penalty can probably go, though.


Also, a starting gladiator who takes 0/9/0/0/1 (or 1/10/1/0/1 for a Dimachaerus, or 0/9/-1/0/1 for a Retarius if you're feeling silly) will be practically immortal, with enemy gladiators needing a 4 (or 5, or 4 but then you need to bypass armour 3) or more in attack just to have the slightest chance of hitting, and then you get favour for each block, meaning you get more and more stamina (or if you don't want to get favour for blocking, you can add +2 to all your rolls with a skill instead).
This is the sort of bug I was hoping someone would spot. The two ways I can see to address this, without changing everything completely, are capping starting stats (probably around 3-4) or switching the die size, either to d10 or to 2d6. I'm not sure what the better option would be: if changing the die size I'm slightly more inclined towards 2d6 than d10 just because it increases the range while retaining greater benefit for gladiators who have only marginally better scores than their opponent. Of course a cap would only serve as a temporary measure if they can increase their stats as they go, but since gladiators will tend to be matched against others of similar skill, and veterans stomping newbies is to be expected, it might just about sustain itself.


Also, there's practically no point in Dimachaeri or Hoplomachi or Retarii having any hit points because they're better off trying not to get hit.
This, at least, is partially intentional. They are meant to be the "lighter" gladiator types - the Dimachaerus in particular meant to function as something of a glass cannon. A single good hit can finish them, so they're better off trying not to get hit and/or finish their opponent off first. The Retiarius needs some work in general though: I think the Trip and Dodge skills will be pretty important for them. I'm not sure how to represent the sort of hit-and-run tactics a Retiarius (or a Velite or Laquearius for that matter) would ideally use without making things overly complex.


Also, did you intend low generosity to mean high chance to be spared?
That's how it's worked out, yeah, which isn't exactly intuitive, I must confess. I have considered changing that to "Ruthlessness" so that it makes a bit more sense.


Another thing: high stamina is worse than low stamina the moment an enemy rolls a 7 or more to damage, because they can keep hacking away at you until you hit 0. If you have Contemptuous of Death it's even worse, because your opponent will keep rolling on the table until you die. Am I missing something?
I should probably add an explicit rule that as soon as a gladiator is Incapacitated they're deemed to be defeated and their fate is up to the Editor, which was my original intention. Being Dazed sucks, but you still have the opportunity to defend against your opponent's next attack on their next round, so you're not a complete sitting duck. Gladiators with good armour probably stand a reasonable chance of not getting dazed or worse by the follow-up attack and being able to rejoin the fray so long as they have stamina remaining. For the three light classes they're potentially in trouble, but the chances of getting crippled or worse are still relatively low on any given attack.

Even so, I see your point. When I manage to come up with some sort of experience system that might have some compensations for fighting on when things appear hopeless, and will also reward victory. The assumption is that it's better for a gladiator to risk death in pursuit of victory than to surrender as soon as things get tricky. But reflecting that in the rules is a slightly trickier business. To an extent it might be addressed by tweaking the special rules for each games. If the Generosity/Ruthlessness score means that a surrendering gladiator is likely to be executed, it's better for them to fight on even when it seems hopeless. On the other hand in a "friendly" games it could be ruled that the contest is over as soon as one gladiator is dazed, thus making it unlikely anyone will get seriously hurt.